Usually uses hex-based movement for combat.
When using grid-based movement, each square is 5 feet of movement, regardless of it being orthogonal or diagonal movement.
When using hex or grid based movement, spells with areas-of-effect may be freely placed. As long as a hex or square is more than half-covered by the area of effect, creatures on that hex or square are affected.
Equipping a shield is a bonus action, not a full action.
The Disarming, Marking, Overrunning, Shove Aside, and Tumbling options from the Dungeon Master's Guide (DMG) are allowed.
The Cleaving through Creatures option from the DMG is allowed.
The Massive Damage option from the DMG are allowed for weapon attacks.
For some adventures, a short rest variant may be used where the first short rest of a day takes 5 minutes, the second one takes 30 minutes and all subsequent ones use the full time. This will normally be used for combat-heavy sessions or sessions that are the end of an arc where the stakes are a bit higher.
Inspiration should be flowing freely. If you don't already have inspiration, assume I'm looking for something cool from how your character behaves to show up. I run inspiration straight out of the the PHB. d20 that you can use in the future after rolling an ability check, save or attack.